Use SoldierID

This commit is contained in:
Asdow
2024-11-30 23:47:00 +02:00
parent 79b57c326e
commit de56f653ec
38 changed files with 454 additions and 461 deletions
+12 -15
View File
@@ -296,7 +296,6 @@ FLOAT gAmbushRadiusModifier = 1.0f;
void InitPreBattleInterface( GROUP *pBattleGroup, BOOLEAN fPersistantPBI )
{
VOBJECT_DESC VObjectDesc;
INT32 i;
UINT8 ubGroupID = 0;
UINT16 ubNumStationaryEnemies = 0;
UINT16 ubNumMobileEnemies = 0;
@@ -600,9 +599,9 @@ void InitPreBattleInterface( GROUP *pBattleGroup, BOOLEAN fPersistantPBI )
//Count the number of players involved or not involved in this battle
guiNumUninvolved = 0;
guiNumInvolved = 0;
for( i = gTacticalStatus.Team[ OUR_TEAM ].bFirstID; i <= gTacticalStatus.Team[ OUR_TEAM ].bLastID; ++i )
for( SoldierID i = gTacticalStatus.Team[ OUR_TEAM ].bFirstID; i <= gTacticalStatus.Team[ OUR_TEAM ].bLastID; ++i )
{
SOLDIERTYPE *pSoldier = MercPtrs[i];
SOLDIERTYPE *pSoldier = i;
if( pSoldier->bActive && pSoldier->stats.bLife && !(pSoldier->flags.uiStatusFlags & SOLDIER_VEHICLE) )
{
if ( PlayerMercInvolvedInThisCombat( pSoldier ) )
@@ -889,9 +888,9 @@ void InitPreBattleInterface( GROUP *pBattleGroup, BOOLEAN fPersistantPBI )
// SANDRO - merc records - ambush experienced
if ( GetEnemyEncounterCode() == ENEMY_AMBUSH_CODE || GetEnemyEncounterCode() == BLOODCAT_AMBUSH_CODE || GetEnemyEncounterCode() == ENEMY_AMBUSH_DEPLOYMENT_CODE || fAmbushPrevented )
{
for( i = gTacticalStatus.Team[ OUR_TEAM ].bFirstID; i <= gTacticalStatus.Team[ OUR_TEAM ].bLastID; ++i )
for( SoldierID i = gTacticalStatus.Team[ OUR_TEAM ].bFirstID; i <= gTacticalStatus.Team[ OUR_TEAM ].bLastID; ++i )
{
SOLDIERTYPE *pSoldier = MercPtrs[i];
SOLDIERTYPE *pSoldier = i;
if( pSoldier->bActive && pSoldier->stats.bLife && !(pSoldier->flags.uiStatusFlags & SOLDIER_VEHICLE) )
{
if ( PlayerMercInvolvedInThisCombat( pSoldier ) && pSoldier->ubProfile != NO_PROFILE )
@@ -1577,9 +1576,9 @@ void RenderPreBattleInterface()
// | NAME | ASSIGN | COND | HP | BP |
line = 0;
y = TOP_Y + TOP_Y_TEXT_BUFFER - bListOffset;
for( i = gTacticalStatus.Team[OUR_TEAM].bFirstID; i <= gTacticalStatus.Team[OUR_TEAM].bLastID; i++)
for( SoldierID id = gTacticalStatus.Team[OUR_TEAM].bFirstID; id <= gTacticalStatus.Team[OUR_TEAM].bLastID; ++id)
{
SOLDIERTYPE *pSoldier = MercPtrs[i];
SOLDIERTYPE *pSoldier = id;
if( pSoldier->bActive && pSoldier->stats.bLife && !(pSoldier->flags.uiStatusFlags & SOLDIER_VEHICLE) )
{
if( PlayerMercInvolvedInThisCombat( pSoldier ) )
@@ -1623,9 +1622,9 @@ void RenderPreBattleInterface()
{
pGroup = gpGroupList;
y = TOP_Y + TOP_Y_TEXT_BUFFER + ubUninvolvedStartY + UNINVOLVED_RELEVANT_HEIGHT - bListOffset;
for( i = gTacticalStatus.Team[OUR_TEAM].bFirstID; i <= gTacticalStatus.Team[OUR_TEAM].bLastID; i++ )
for( SoldierID id = gTacticalStatus.Team[OUR_TEAM].bFirstID; id <= gTacticalStatus.Team[OUR_TEAM].bLastID; ++id )
{
SOLDIERTYPE *pSoldier = MercPtrs[i];
SOLDIERTYPE *pSoldier = id;
if( pSoldier->bActive && pSoldier->stats.bLife && !(pSoldier->flags.uiStatusFlags & SOLDIER_VEHICLE) )
{
if( !PlayerMercInvolvedInThisCombat(pSoldier) )
@@ -1816,9 +1815,9 @@ void RetreatMercsCallback( GUI_BUTTON *btn, INT32 reason )
{
/////////////////////////////////////////////////////////////////////////////////
// SANDRO - merc records - times retreated counter
for( UINT16 i = gTacticalStatus.Team[ gbPlayerNum ].bFirstID; i <= gTacticalStatus.Team[ gbPlayerNum ].bLastID; i++ )
for( SoldierID i = gTacticalStatus.Team[ gbPlayerNum ].bFirstID; i <= gTacticalStatus.Team[ gbPlayerNum ].bLastID; ++i )
{
SOLDIERTYPE *pSoldier = MercPtrs[i];
SOLDIERTYPE *pSoldier = i;
if ( pSoldier->bActive && pSoldier->stats.bLife >= OKLIFE )
{
if ( PlayerMercInvolvedInThisCombat( pSoldier ) && pSoldier->ubProfile != NO_PROFILE )
@@ -2558,12 +2557,10 @@ BOOLEAN CurrentBattleSectorIs( INT16 sSectorX, INT16 sSectorY, INT16 sSectorZ )
void CheckForRobotAndIfItsControlled( void )
{
INT32 i;
// search for the robot on player's team
for( i = gTacticalStatus.Team[ OUR_TEAM ].bFirstID; i <= gTacticalStatus.Team[ OUR_TEAM ].bLastID; i++ )
for( SoldierID i = gTacticalStatus.Team[ OUR_TEAM ].bFirstID; i <= gTacticalStatus.Team[ OUR_TEAM ].bLastID; ++i )
{
SOLDIERTYPE *pSoldier = MercPtrs[i];
SOLDIERTYPE *pSoldier = i;
if( pSoldier->bActive && pSoldier->stats.bLife && AM_A_ROBOT( pSoldier ))
{
// check whether it has a valid controller with it. This sets its ubRobotRemoteHolderID field.